You know one thing Silksong does that I really appreciate and keep thinking about a lot is how multiple of its bosses get so much more fleshed out as characters well after you kill them. Like some bosses have hints about who they are that you maybe won't find before you fight them but are still in the general area where the boss is - like you can see where the Last Judge was raised or find a memory of Phantom in the general area they exist in.
But some characters - I am thinking about Fourth Chorus, Widow, the Cogwork Dancers, and Sister Splinter - all appear more or less out of nowhere when you first fight them, but have a decent amount of backstory you will only find out about once they are dead. If you're paying attention, you can get a little bit more information on what Fourth Chorus was doing when you talk to the Pinstress, but the explanation for why Fourth Chorus exists only shows up once you meet the Twelfth Architect, and the meaning for its name doesn't get explained until you get to the act three Whiteward room. Similarly, Widow gets fleshed out as a character a little bit by dialogue Hornet has with Shakra later, but also much later we find a memory of her in the Cradle that does a considerable amount to flesh her out as a character. The Cogwork Dancers have a massive backstory that you only find out about if you free the Green Prince in Sinner's Road, and much of that doesn't get unlocked until act three. And then Sister Splinter is a bit more of an ambiguous case, but I would argue what we learn about Nyleth in act three sheds a new light on what Sister Splinter, given that Splinter is now operating out of Nyleth's old territory. It's unclear if Sister Splinter killed Nyleth or just took advantage of the power vacuum, but either way that still adds nuance to the character.
I'm sure I've played other games that characterize their bosses in this sort of reverse order, but I can't think of any right now. I mean I guess Hollow Knight does it to an extent, with the Five Great Knights, but that feels like more one connected lore concept that's spread throughout the game, instead of a recurring pattern of boss characterization.














